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ControllerFont
Chuck Walbourn edited this page Nov 7, 2018
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10 revisions
This is a C++ implementation of a helper that will composite Xbox controller artwork into a string inspired by this XNA tutorial.
For details on creating the xboxController.spritefont
file, see MakeSpriteFont.
enum class ControllerFont : wchar_t
{
LeftThumb = L' ',
DPad = L'!',
RightThumb = L'\"',
Back = L'#',
Guide = L'$',
Start = L'%',
XButton = L'&',
AButton = L'\'',
YButton = L'(',
BButton = L')',
RightShoulder = L'*',
RightTrigger = L'+',
LeftTrigger = L',',
LeftShoulder = L'-',
};
inline void XM_CALLCONV DrawControllerString(DirectX::SpriteBatch* spriteBatch,
DirectX::SpriteFont* textFont, DirectX::SpriteFont* butnFont,
wchar_t const* text, DirectX::XMFLOAT2 const& position,
DirectX::FXMVECTOR color = DirectX::Colors::White, float scale = 1)
{
using namespace DirectX;
size_t textLen = wcslen(text);
if (textLen >= 4096)
{
throw std::out_of_range("String is too long");
}
float buttonHeight = butnFont->GetLineSpacing();
float buttonScale = (textFont->GetLineSpacing() * scale) / buttonHeight;
float offsetY = buttonScale / 2.f;
size_t j = 0;
wchar_t strBuffer[4096] = {};
bool buttonText = false;
XMFLOAT2 outPos = position;
for (size_t ch = 0; ch < textLen; ++ch)
{
if (buttonText)
{
strBuffer[j++] = text[ch];
if (text[ch] == L']')
{
wchar_t button[2] = {};
if (_wcsicmp(strBuffer, L"[A]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::AButton);
}
else if (_wcsicmp(strBuffer, L"[B]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::BButton);
}
else if (_wcsicmp(strBuffer, L"[X]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::XButton);
}
else if (_wcsicmp(strBuffer, L"[Y]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::YButton);
}
else if (_wcsicmp(strBuffer, L"[DPad]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::DPad);
}
else if (_wcsicmp(strBuffer, L"[Back]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::Back);
}
else if (_wcsicmp(strBuffer, L"[Start]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::Start);
}
else if (_wcsicmp(strBuffer, L"[Guide]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::Guide);
}
else if (_wcsicmp(strBuffer, L"[RThumb]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::RightThumb);
}
else if (_wcsicmp(strBuffer, L"[LThumb]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::LeftThumb);
}
else if (_wcsicmp(strBuffer, L"[RB]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::RightShoulder);
}
else if (_wcsicmp(strBuffer, L"[LB]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::LeftShoulder);
}
else if (_wcsicmp(strBuffer, L"[RT]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::RightTrigger);
}
else if (_wcsicmp(strBuffer, L"[LT]") == 0)
{
*button = static_cast<wchar_t>(ControllerFont::LeftTrigger);
}
if ( *button )
{
float bsize = XMVectorGetX(butnFont->MeasureString(button));
float offsetX = (bsize * buttonScale / 2.f);
outPos.x += offsetX;
outPos.y -= offsetY;
butnFont->DrawString(spriteBatch, button, outPos, Colors::White, 0.f, XMFLOAT2(0.f, 0.f), XMFLOAT2(buttonScale, buttonScale));
outPos.x += bsize * buttonScale;
outPos.y += offsetY;
}
memset(strBuffer, 0, sizeof(strBuffer));
j = 0;
buttonText = false;
}
}
else
{
switch (text[ch])
{
case '\r':
break;
case '[':
if (*strBuffer)
{
textFont->DrawString(spriteBatch, strBuffer, outPos, color, 0.f, XMFLOAT2(0.f, 0.f), XMFLOAT2(scale,scale));
outPos.x += XMVectorGetX(textFont->MeasureString(strBuffer)) * scale;
memset(strBuffer, 0, sizeof(strBuffer));
j = 0;
}
buttonText = true;
*strBuffer = L'[';
++j;
break;
case '\n':
if (*strBuffer)
{
textFont->DrawString(spriteBatch, strBuffer, outPos, color, 0.f, XMFLOAT2(0.f, 0.f), XMFLOAT2(scale, scale));
memset(strBuffer, 0, sizeof(strBuffer));
j = 0;
}
outPos.x = position.x;
outPos.y += textFont->GetLineSpacing() * scale;
break;
default:
strBuffer[j++] = text[ch];
break;
}
}
}
if (*strBuffer)
{
textFont->DrawString(spriteBatch, strBuffer, outPos, color, 0.f, XMFLOAT2(0.f, 0.f), XMFLOAT2(scale, scale));
}
}
To use the controller, you need to create and initialize two SpriteFont instances, and a SpriteBatch. Declare the following variables:
std::unique_ptr<DirectX::SpriteBatch> m_batch;
std::unique_ptr<DirectX::SpriteFont> m_font;
std::unique_ptr<DirectX::SpriteFont> m_ctrlFont;
Initialize the instances:
m_batch = std::make_unique<SpriteBatch>(context);
m_font = std::make_unique<SpriteFont>(device, L"myfont.spritefont" );
m_ctrlFont = std::make_unique<SpriteFont>(device, L"xboxController.spritefont" );
In the Render
function, you use the helper to draw the composed text:
m_batch->Begin();
DX::DrawControllerString(m_batch.get(), m_font.get(), m_ctrlFont.get(),
L"Press [A] to select", pos);
pos.y += m_font->GetLineSpacing();
DX::DrawControllerString(m_batch.get(), m_font.get(), m_ctrlFont.get(),
L"Press [B] to backup", pos);
m_batch->End();
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact [email protected] with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Windows 8.1
- Windows 7 Service Pack 1
- Xbox One
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20